using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using CarlosMisfortune.controller;
using CarlosMisfortune.view;
using TileEngine;

namespace CarlosMisfortune
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        

        MasterController m_masterController;
        MasterView m_masterView;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);

            m_masterView = new MasterView(graphics);
            m_masterController = new MasterController();
            
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            m_masterController.Initialize();
            m_masterView.Initialize();
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            m_masterController.LoadContent(Content);
            m_masterView.LoadContent(Content, GraphicsDevice);

            TileMap.spriteFont =
                Content.Load<SpriteFont>(@"fonts\Arial");
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (Keyboard.GetState().IsKeyDown(Keys.F1))
                TileMap.EditorMode = true;
            else
                TileMap.EditorMode = false;

            m_masterController.Update(gameTime, spriteBatch);
            
            //TEMP!!!
            m_masterView.Update(gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            //GraphicsDevice.Clear(Color.CornflowerBlue);
            // TODO: Add your drawing code here   
            m_masterView.Draw(gameTime);
            //temp
            
            //m_masterView.SpriteSheets.CarlosWalk.Update(gameTime);
            //m_masterView.SpriteSheets.CarlosIdle.Update(gameTime);

            base.Draw(gameTime);
        }
    }
}
